as well as tracking and stealthy movement.
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
played.
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
ed. Typing a `*' lists your entire inventory, so you can see the
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
Prefix: same as `g', but forking of corridors is not con-
sidered interesting.
- _ Travel to a map location via a shortest-path algorithm.
- Stops on most of the same conditions as the `G' command
- does. For ports with mouse support, the command is also in-
- voked when a mouse-click takes place on a location further
- than 1 cell away from the current position.
+ _ Travel to a map location via a shortest-path algorithm. The
+ shortest path is computed over map locations the hero knows
+ about (e.g. seen or previously traversed). If there is no
+ known path, a guess is made instead. Stops on most of the
+ same conditions as the `G' command, but without picking up
+ objects, similar to the `M' command. For ports with mouse
+ support, the command is also invoked when a mouse-click
+ takes place on a location further than 1 cell away from the
+ current position.
. Rest, do nothing for one turn.
c Close a door.
- C Call (name) an individual monster.
- ^C Panic button. Quit the game.
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack Guidebook 11
- NetHack Guidebook 11
+ C Call (name) an individual monster.
+ ^C Panic button. Quit the game.
d Drop something. Ex. ``d7a'' means drop seven items of ob-
ject a.
prompt will appear once you've closed this menu. The avail-
able options are listed later in this Guidebook. Options
are usually set before the game rather than with the `O'
- command; see the section on options below.
- p Pay your shopping bill.
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack Guidebook 12
- NetHack Guidebook 12
+ command; see the section on options below.
+ p Pay your shopping bill.
P Put on a ring or other accessory (amulet, blindfold).
^X Display your name, role, race, gender, and alignment as well
as the various deities in your game.
- z Zap a wand. To aim at yourself, use `.' for the direction.
-
-
-
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ z Zap a wand. To aim at yourself, use `.' for the direction.
+
Z Zap (cast) a spell. To cast at yourself, use `.' for the
direction.
#adjust
Adjust inventory letters (most useful when the fixinv option
- is ``on'').
-
__________
(R)UNIX is a registered trademark of AT&T.
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ is ``on'').
+
#chat
Talk to someone.
#turn
Turn undead.
- #twoweapon
- Toggle two-weapon combat on or off. Note that you must use
- suitable weapons for this type of combat, or it will be
- NetHack 3.4 March 20, 2002
+
+ NetHack 3.4 July 23, 2002
- automatically turned off.
+ #twoweapon
+ Toggle two-weapon combat on or off. Note that you must use
+ suitable weapons for this type of combat, or it will be au-
+ tomatically turned off.
#untrap
Untrap something (trap, door, or chest).
M-r #rub
- M-s #sit
-
-
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ M-s #sit
+
M-t #turn
M-u #untrap
the lock with the `a' (apply) command, or by kicking it open with
the `^D' (kick) command.
- Open doors cannot be entered diagonally; you must approach
- them straight on, horizontally or vertically. Doorways without
- doors are not restricted in this fashion.
- NetHack 3.4 March 20, 2002
+
+ NetHack 3.4 July 23, 2002
+ Open doors cannot be entered diagonally; you must approach
+ them straight on, horizontally or vertically. Doorways without
+ doors are not restricted in this fashion.
+
Doors can be useful for shutting out monsters. Most mon-
sters cannot open doors, although a few don't need to (ex. ghosts
can walk through doors).
rent level; those on other levels are essentially placed into
stasis.
- Ordinarily when you climb a set of stairs, you will arrive
- on the corresponding staircase at your destination. However,
- pets (see below) and some other monsters will follow along if
- they're close enough when you travel up or down stairs, and occa-
- sionally one of these creatures will displace you during the
- NetHack 3.4 March 20, 2002
+
+ NetHack 3.4 July 23, 2002
+ Ordinarily when you climb a set of stairs, you will arrive
+ on the corresponding staircase at your destination. However,
+ pets (see below) and some other monsters will follow along if
+ they're close enough when you travel up or down stairs, and occa-
+ sionally one of these creatures will displace you during the
climb. When that occurs, the pet or other monster will arrive on
the staircase and you will end up nearby.
member a monster but want to try fighting anyway, you can use the
`F' command.
- 6.2. Your pet
- You start the game with a little dog (`d'), cat (`f'), or
- pony (`u'), which follows you about the dungeon and fights mon-
- sters with you. Like you, your pet needs food to survive. It
- usually feeds itself on fresh carrion and other meats. If you're
- worried about it or want to train it, you can feed it, too, by
- NetHack 3.4 March 20, 2002
+
+ NetHack 3.4 July 23, 2002
+ 6.2. Your pet
+
+ You start the game with a little dog (`d'), cat (`f'), or
+ pony (`u'), which follows you about the dungeon and fights mon-
+ sters with you. Like you, your pet needs food to survive. It
+ usually feeds itself on fresh carrion and other meats. If you're
+ worried about it or want to train it, you can feed it, too, by
throwing it food. A properly trained pet can be very useful un-
der certain circumstances.
When you find something in the dungeon, it is common to want
to pick it up. In NetHack, this is accomplished automatically by
- walking over the object (unless you turn off the autopickup op-
- tion (see below), or move with the `m' prefix (see above)), or
- manually by using the `,' command.
-
- If you're carrying too many items, NetHack will tell you so
- and you won't be able to pick up anything more. Otherwise, it
- will add the object(s) to your pack and tell you what you just
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ walking over the object (unless you turn off the autopickup op-
+ tion (see below), or move with the `m' prefix (see above)), or
+ manually by using the `,' command.
+
+ If you're carrying too many items, NetHack will tell you so
+ and you won't be able to pick up anything more. Otherwise, it
+ will add the object(s) to your pack and tell you what you just
picked up.
As you add items to your inventory, you also add the weight
is otherwise helpful. The most common effect of a curse is being
stuck with (and to) the item. Cursed weapons weld themselves to
your hand when wielded, so you cannot unwield them. Any cursed
- item you wear is not removable by ordinary means. In addition,
- cursed arms and armor usually, but not always, bear negative en-
- chantments that make them less effective in combat. Other cursed
- objects may act poorly or detrimentally in other ways.
-
- Objects can also be blessed. Blessed items usually work
- better or more beneficially than normal uncursed items. For
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- example, a blessed weapon will do more damage against demons.
+ item you wear is not removable by ordinary means. In addition,
+ cursed arms and armor usually, but not always, bear negative en-
+ chantments that make them less effective in combat. Other cursed
+ objects may act poorly or detrimentally in other ways.
+
+ Objects can also be blessed. Blessed items usually work
+ better or more beneficially than normal uncursed items. For ex-
+ ample, a blessed weapon will do more damage against demons.
There are magical means of bestowing or removing curses upon
objects, so even if you are stuck with one, you can still have
of armor - is a factor too; also, some monsters are particularly
vulnerable to certain types of weapons.
- Many weapons can be wielded in one hand; some require both
- hands. When wielding a two-handed weapon, you can not wear a
- shield, and vice versa. When wielding a one-handed weapon, you
- can have another weapon ready to use by setting things up with
- the `x' command, which exchanges your primary (the one being
- wielded) and secondary weapons. And if you have proficiency in
- the ``two weapon combat'' skill, you may wield both primary and
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ Many weapons can be wielded in one hand; some require both
+ hands. When wielding a two-handed weapon, you can not wear a
+ shield, and vice versa. When wielding a one-handed weapon, you
+ can have another weapon ready to use by setting things up with
+ the `x' command, which exchanges your primary (the one being
+ wielded) and secondary weapons. And if you have proficiency in
+ the ``two weapon combat'' skill, you may wield both primary and
secondary weapons simultaneously; use the `#twoweapon' extended
command to engage or disengage that. Only some types of charac-
ters (barbarians, for instance) have the necessary skill avail-
of ammunition at once -- or hold several missiles in your hand --
and still hit a target is not an easy task. Rangers are among
those who are adept at this task, as are those with a high level
- of proficiency in the relevant weapon skill (in bow skill if
- you're wielding one to shoot arrows, in crossbow skill if you're
- wielding one to shoot bolts, or in sling skill if you're wielding
- one to shoot stones). The number of items that the character has
- a chance to fire varies from turn to turn. You can explicitly
- limit the number of shots by using a numeric prefix before the
- `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ of proficiency in the relevant weapon skill (in bow skill if
+ you're wielding one to shoot arrows, in crossbow skill if you're
+ wielding one to shoot bolts, or in sling skill if you're wielding
+ one to shoot stones). The number of items that the character has
+ a chance to fire varies from turn to turn. You can explicitly
+ limit the number of shots by using a numeric prefix before the
+ `t' or `f' command. For example, ``2f'' (or ``n2f'' if using
number_pad mode) would ensure that at most 2 arrows are shot even
if you could have fired 3. If you specify a larger number than
would have been shot (``4f'' in this example), you'll just end up
reaches the threshold for that next level, you'll be told that
you feel more confident in your skills. At that point you can
use `#enhance' to increase one or more skills. Such skills are
- not increased automatically because there is a limit to your to-
- tal overall skills, so you need to actively choose which skills
- to enhance and which to ignore.
-
-
-
-
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ not increased automatically because there is a limit to your to-
+ tal overall skills, so you need to actively choose which skills
+ to enhance and which to ignore.
+
7.3. Armor (`[')
Lots of unfriendly things lurk about; you need armor to pro-
other worn items.
-
-
-
-
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
two rings, one on each ring finger.
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
example, lamps burn out after a while. Other tools are
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
monster while polymorphed is treated as if you ate the creature's
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
corpse. Eating leather, dragon hide, or bone items while poly-
morphed into a creature that can digest it, or eating monster
- brains while polymorphed into a (master) mind flayer, is consid-
- ered eating an animal, although wax is only an animal byproduct.
+ brains while polymorphed into a mind flayer, is considered eating
+ an animal, although wax is only an animal byproduct.
- Regardless of conduct, there will be some items which are
- indigestible, and others which are hazardous to eat. Using a
+ Regardless of conduct, there will be some items which are
+ indigestible, and others which are hazardous to eat. Using a
swallow-and-digest attack against a monster is equivalent to eat-
ing the monster's corpse. Please note that the term ``vegan'' is
- used here only in the context of diet. You are still free to
- choose not to use or wear items derived from animals (e.g.
- leather, dragon hide, bone, horns, coral), but the game will not
+ used here only in the context of diet. You are still free to
+ choose not to use or wear items derived from animals (e.g.
+ leather, dragon hide, bone, horns, coral), but the game will not
keep track of this for you. Also note that ``milky'' potions may
be a translucent white, but they do not contain milk, so they are
- compatible with a vegan diet. Slime molds or player-defined
- ``fruits'', although they could be anything from ``cherries'' to
+ compatible with a vegan diet. Slime molds or player-defined
+ ``fruits'', although they could be anything from ``cherries'' to
``pork chops'', are also assumed to be vegan.
An atheist is one who rejects religion. This means that you
- cannot #pray, #offer sacrifices to any god, #turn undead, or
- #chat with a priest. Particularly selective readers may argue
- that playing Monk or Priest characters should violate this con-
- duct; that is a choice left to the player. Offering the Amulet
- of Yendor to your god is necessary to win the game and is not
+ cannot #pray, #offer sacrifices to any god, #turn undead, or
+ #chat with a priest. Particularly selective readers may argue
+ that playing Monk or Priest characters should violate this con-
+ duct; that is a choice left to the player. Offering the Amulet
+ of Yendor to your god is necessary to win the game and is not
counted against this conduct. You are also not penalized for be-
- ing spoken to by an angry god, priest(ess), or other religious
+ ing spoken to by an angry god, priest(ess), or other religious
figure; a true atheist would hear the words but attach no special
meaning to them.
- Most players fight with a wielded weapon (or tool intended
+ Most players fight with a wielded weapon (or tool intended
to be wielded as a weapon). Another challenge is to win the game
- without using such a wielded weapon. You are still permitted to
- throw, fire, and kick weapons; use a wand, spell, or other type
+ without using such a wielded weapon. You are still permitted to
+ throw, fire, and kick weapons; use a wand, spell, or other type
of item; or fight with your hands and feet.
- In NetHack, a pacifist refuses to cause the death of any
- other monster (i.e. if you would get experience for the death).
- This is a particularly difficult challenge, although it is still
+ In NetHack, a pacifist refuses to cause the death of any
+ other monster (i.e. if you would get experience for the death).
+ This is a particularly difficult challenge, although it is still
possible to gain experience by other means.
An illiterate character cannot read or write. This includes
- reading a scroll, spellbook, fortune cookie message, or t-shirt;
+ reading a scroll, spellbook, fortune cookie message, or t-shirt;
writing a scroll; or making an engraving of anything other than a
single ``x'' (the traditional signature of an illiterate person).
Reading an engraving, or any item that is absolutely necessary to
- win the game, is not counted against this conduct. The identity
- of scrolls and spellbooks (and knowledge of spells) in your
- starting inventory is assumed to be learned from your teachers
+ win the game, is not counted against this conduct. The identity
+ of scrolls and spellbooks (and knowledge of spells) in your
+ starting inventory is assumed to be learned from your teachers
prior to the start of the game and isn't counted.
- There are several other minor challenges. It is possible to
- eliminate a species of monsters by genocide; playing without this
- feature is considered a challenge. You can change the form of
- any object into another object of the same type (``polypiling'')
+ There are several other challenges tracked by the game. It
+ is possible to eliminate one or more species of monsters by geno-
+ cide; playing without this feature is considered a challenge.
+ When you game offers you an opportunity to genocide monsters, you
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- or the form of your own body into another creature (``polyself'')
- by wand, spell, or potion of polymorph; avoiding these effects
- are each considered challenges. Finally, you may sometimes re-
- ceive wishes; a game without an attempt to wish for an object is
- a challenge, as is a game without wishing for an artifact (even
- if the artifact immediately disappears).
+ may respond with the monster type ``none'' if you want to de-
+ cline. You can change the form of an item into another item of
+ the same type (``polypiling'') or the form of your own body into
+ another creature (``polyself'') by wand, spell, or potion of
+ polymorph; avoiding these effects are each considered challenges.
+ Polymorphing monsters, including pets, does not break either of
+ these challenges. Finally, you may sometimes receive wishes; a
+ game without an attempt to wish for any items is a challenge, as
+ is a game without wishing for an artifact (even if the artifact
+ immediately disappears). When the game offers you an opportunity
+ to make a wish for an item, you may choose ``nothing'' if you
+ want to decline.
9. Options
- Due to variations in personal tastes and conceptions of how
+ Due to variations in personal tastes and conceptions of how
NetHack should do things, there are options you can set to change
how NetHack behaves.
9.1. Setting the options
- Options may be set in a number of ways. Within the game,
+ Options may be set in a number of ways. Within the game,
the `O' command allows you to view all options and change most of
- them. You can also set options automatically by placing them in
- the NETHACKOPTIONS environment variable or in a configuration
+ them. You can also set options automatically by placing them in
+ the NETHACKOPTIONS environment variable or in a configuration
file. Some versions of NetHack also have front-end programs that
allow you to set options before starting the game.
9.2. Using the NETHACKOPTIONS environment variable
- The NETHACKOPTIONS variable is a comma-separated list of
- initial values for the various options. Some can only be turned
- on or off. You turn one of these on by adding the name of the
+ The NETHACKOPTIONS variable is a comma-separated list of
+ initial values for the various options. Some can only be turned
+ on or off. You turn one of these on by adding the name of the
option to the list, and turn it off by typing a `!' or ``no'' be-
- fore the name. Others take a character string as a value. You
- can set string options by typing the option name, a colon or
+ fore the name. Others take a character string as a value. You
+ can set string options by typing the option name, a colon or
equals sign, and then the value of the string. The value is ter-
minated by the next comma or the end of string.
For example, to set up an environment variable so that ``au-
- toquiver'' is on, ``autopickup'' is off, the name is set to
- ``Blue Meanie'', and the fruit is set to ``papaya'', you would
+ toquiver'' is on, ``autopickup'' is off, the name is set to
+ ``Blue Meanie'', and the fruit is set to ``papaya'', you would
enter the command
% setenv NETHACKOPTIONS "autoquiver,\!autopickup,name:Blue Meanie,fruit:papaya"
- in csh (note the need to escape the ! since it's special to the
+ in csh (note the need to escape the ! since it's special to the
shell), or
$ NETHACKOPTIONS="autoquiver,!autopickup,name:Blue Meanie,fruit:papaya"
in sh or ksh.
- 9.3. Using a configuration file
-
- Any line in the configuration file starting with ``OP-
- TIONS='' may be filled out with options in the same syntax as in
- NETHACKOPTIONS. Any line starting with ``DUNGEON='',
-
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- ``EFFECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='', or ``BOUL-
- DER='' is taken as defining the corresponding dungeon, effects,
- monsters, objects traps or boulder option in a different syntax,
- a sequence of decimal numbers giving the character position in
+ 9.3. Using a configuration file
+
+ Any line in the configuration file starting with ``OP-
+ TIONS='' may be filled out with options in the same syntax as in
+ NETHACKOPTIONS. Any line starting with ``DUNGEON='', ``EF-
+ FECTS='', ``MONSTERS='', ``OBJECTS='', ``TRAPS='', or ``BOUL-
+ DER='' is taken as defining the corresponding dungeon, effects,
+ monsters, objects traps or boulder option in a different syntax,
+ a sequence of decimal numbers giving the character position in
the current font to be used in displaying each entry. Such a se-
quence can be continued to multiple lines by putting a `\' at the
- end of each line to be continued. Any line starting with `#' is
+ end of each line to be continued. Any line starting with `#' is
treated as a comment.
The default name of the configuration file varies on differ-
- ent operating systems, but NETHACKOPTIONS can also be set to the
- full name of a file you want to use (possibly preceded by an
+ ent operating systems, but NETHACKOPTIONS can also be set to the
+ full name of a file you want to use (possibly preceded by an
`@').
9.4. Customization options
Here are explanations of what the various options do. Char-
- acter strings that are too long may be truncated. Some of the
+ acter strings that are too long may be truncated. Some of the
options listed may be inactive in your dungeon.
align
- Your starting alignment (align:lawful, align:neutral, or
+ Your starting alignment (align:lawful, align:neutral, or
align:chaotic). You may specify just the first letter. The
- default is to randomly pick an appropriate alignment. Can-
+ default is to randomly pick an appropriate alignment. Can-
not be set with the `O' command.
autodig
- Automatically dig if you are wielding a digging tool and
+ Automatically dig if you are wielding a digging tool and
moving into a place that can be dug (default false).
autopickup
- Automatically pick up things onto which you move (default
+ Automatically pick up things onto which you move (default
on).
autoquiver
- This option controls what happens when you attempt the `f'
+ This option controls what happens when you attempt the `f'
(fire) command with an empty quiver. When true, the comput-
- er will fill your quiver with some suitable weapon. Note
- that it will not take into account the blessed/cursed sta-
- tus, enchantment, damage, or quality of the weapon; you are
- free to manually fill your quiver with the `Q' command in-
- stead. If no weapon is found or the option is false, the
+ er will fill your quiver with some suitable weapon. Note
+ that it will not take into account the blessed/cursed sta-
+ tus, enchantment, damage, or quality of the weapon; you are
+ free to manually fill your quiver with the `Q' command in-
+ stead. If no weapon is found or the option is false, the
`t' (throw) command is executed instead. (default false)
- BIOS
- Use BIOS calls to update the screen display quickly and to
- read the keyboard (allowing the use of arrow keys to move)
- on machines with an IBM PC compatible BIOS ROM (default off,
- OS/2, PC, and ST NetHack only).
-
boulder
Set the character used to display boulders (default is rock
class symbol).
- NetHack 3.4 March 20, 2002
+
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
fault ``|-\\/*!)(0#@*/-\\||\\-//-\\| |\\-/''). The effects
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
with the `/' command, ask if you want to see it (default
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
Show corridor squares seen by night vision or a light source
held by your character as lit (default off).
+ lootabc
+ Use the old `a', `b', and `c' keyboard shortcuts when loot-
+ ing, rather than the mnemonics `o', `i', and `b' (default
+ off).
+
mail
Enable mail delivery during the game (default on).
displays a menu of matching objects rather than prompting
one-by-one. Partial skips the object class filtering and
immediately displays a menu of all objects. Full displays a
- menu of object classes rather than a character prompt, and
- then a menu of matching objects for selection.
-
- menu_deselect_all
- Menu character accelerator to deselect all items in a menu.
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ menu of object classes rather than a character prompt, and
+ then a menu of matching objects for selection.
+
+ menu_deselect_all
+ Menu character accelerator to deselect all items in a menu.
Implemented by the Amiga, Gem, X11 and tty ports. Default
'-'.
of a menu. Implemented by the Amiga, Gem and tty ports.
Default ','.
- monsters
- Set the characters used to display monster classes (default
- ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
- VWXYZ@ '&;:~]''). This string is subjected to the same
-
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- processing as the dungeon option. The order of the symbols
- is ant or other insect, blob, cockatrice, dog or other ca-
- nine, eye or sphere, feline, gremlin, humanoid, imp or minor
- demon, jelly, kobold, leprechaun, mimic, nymph, orc,
- piercer, quadruped, rodent, spider, trapper or lurker above,
- horse or unicorn, vortex, worm, xan or other mythical/fan-
- tastic insect, light, zruty, angelic being, bat or bird,
- centaur, dragon, elemental, fungus or mold, gnome, giant hu-
- manoid, invisible monster, jabberwock, Keystone Kop, lich,
- mummy, naga, ogre, pudding or ooze, quantum mechanic, rust
- monster, snake, troll, umber hulk, vampire, wraith, xorn,
- yeti or ape or other large beast, zombie, human, ghost,
- golem, demon, sea monster, lizard, long worm tail, and mim-
- ic. Cannot be set with the `O' command.
+ monsters
+ Set the characters used to display monster classes (default
+ ``abcdefghijklmnopqrstuvwxyzABCDEFGHIJKLMNOPQRSTU-
+ VWXYZ@ '&;:~]''). This string is subjected to the same pro-
+ cessing as the dungeon option. The order of the symbols is
+ ant or other insect, blob, cockatrice, dog or other canine,
+ eye or sphere, feline, gremlin, humanoid, imp or minor de-
+ mon, jelly, kobold, leprechaun, mimic, nymph, orc, piercer,
+ quadruped, rodent, spider, trapper or lurker above, horse or
+ unicorn, vortex, worm, xan or other mythical/fantastic in-
+ sect, light, zruty, angelic being, bat or bird, centaur,
+ dragon, elemental, fungus or mold, gnome, giant humanoid,
+ invisible monster, jabberwock, Keystone Kop, lich, mummy,
+ naga, ogre, pudding or ooze, quantum mechanic, rust monster,
+ snake, troll, umber hulk, vampire, wraith, xorn, yeti or ape
+ or some large beast, zombie, human, ghost, golem, demon, sea
+ monster, lizard, long worm tail, and mimic. Cannot be set
+ with the `O' command.
msghistory
The number of top line messages to save (and recall with ^P)
(default 20). Cannot be set with the `O' command.
msg_window
- Use a screen-size window to show the previous messages with
- ^P instead of showing them one at a time. (Currently imple-
- mented for tty only.)
+ Allows you to change the way recalled messages are dis-
+ played. (It is currently implemented for tty only.) The
+ possible values are:
+
+ s - single message (the default prior to 3.4.0).
+ c - combination, two messages as `single', then as `full'.
+ f - full window, oldest message first.
+ r - full window, newest message first.
+
+ For backward compatibility, no value needs to be specified
+ (which defaults to `full'), or it can be negated (which de-
+ faults to `single').
name
Set your character's name (defaults to your user name). You
null
Send padding nulls to the terminal (default off).
- number_pad
- Use the number keys to move instead of [yuhjklbn] (default
- off).
- objects
- Set the characters used to display object classes (default
- ``])[="(%!?+/$*`0_.''). This string is subjected to the
- same processing as the dungeon option. The order of the
- symbols is illegal-object (should never be seen), weapon,
- armor, ring, amulet, tool, food, potion, scroll, spellbook,
- wand, gold, gem or rock, boulder or statue, iron ball,
- chain, and venom. Cannot be set with the `O' command.
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack Guidebook 39
- NetHack Guidebook 39
+ number_pad
+ Use the number keys to move instead of [yuhjklbn] (default
+ off).
+ objects
+ Set the characters used to display object classes (default
+ ``])[="(%!?+/$*`0_.''). This string is subjected to the
+ same processing as the dungeon option. The order of the
+ symbols is illegal-object (should never be seen), weapon,
+ armor, ring, amulet, tool, food, potion, scroll, spellbook,
+ wand, gold, gem or rock, boulder or statue, iron ball,
+ chain, and venom. Cannot be set with the `O' command.
packorder
Specify the order to list object types in (default
race Selects your race (for example, ``race:human''). Default is
random. Cannot be set with the `O' command.
- rawio
- Force raw (non-cbreak) mode for faster output and more bul-
- letproof input (MS-DOS sometimes treats `^P' as a printer
- toggle without it) (default off). Note: DEC Rainbows hang
- if this is turned on. Cannot be set with the `O' command.
-
rest_on_space
- Make the space bar a synonym for the `.' (rest) command (de-
- fault off).
-
- role
- Pick your type of character (ex. ``role:Samurai''); synonym
- for ``character''. See ``name'' for an alternate method of
- specifying your role. Normally only the first letter of the
- value is examined; `r' is an exception with ``Rogue'',
+ Make the space bar a synonym for the `.' (rest) command
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ (default off).
+
+ role
+ Pick your type of character (ex. ``role:Samurai''); synonym
+ for ``character''. See ``name'' for an alternate method of
+ specifying your role. Normally only the first letter of the
+ value is examined; `r' is an exception with ``Rogue'',
``Ranger'', and ``random'' values.
safe_pet
- Prevent you from (knowingly) attacking your pets (default
+ Prevent you from (knowingly) attacking your pets (default
on).
scores
- Control what parts of the score list you are shown at the
+ Control what parts of the score list you are shown at the
end (ex. ``scores:5 top scores/4 around my score/own
- scores''). Only the first letter of each category (`t',
+ scores''). Only the first letter of each category (`t',
`a', or `o') is necessary.
showexp
- Show your accumulated experience points on bottom line (de-
+ Show your accumulated experience points on bottom line (de-
fault off).
+ showrace
+ Display yourself as the glyph for your race, rather than the
+ glyph for your role (default off). Note that this setting
+ affects only the appearance of the display, not the way the
+ game treats you.
+
showscore
Show your approximate accumulated score on bottom line (de-
fault off).
time
Show the elapsed game time in turns on bottom line (default
- off).
-
- timed_delay
- When pausing momentarily for display effect, such as with
- explosions and moving objects, use a timer rather than send-
- ing extra characters to the screen. (Applies to ``tty'' in-
- terface only; ``X11'' interface always uses a timer based
- delay. The default is on if configured into the program.)
- tombstone
- Draw a tombstone graphic upon your death (default on).
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack Guidebook 41
- NetHack Guidebook 41
+ off).
+ timed_delay
+ When pausing momentarily for display effect, such as with
+ explosions and moving objects, use a timer rather than send-
+ ing extra characters to the screen. (Applies to ``tty'' in-
+ terface only; ``X11'' interface always uses a timer based
+ delay. The default is on if configured into the program.)
+ tombstone
+ Draw a tombstone graphic upon your death (default on).
toptenwin
Put the ending display in a NetHack window instead of on
Cannot be set with the `O' command.
+ travel
+ Allow the travel command (default on).
+
verbose
Provide more commentary during the game (default on).
- videocolors
- Set the color palette for PC systems using NO_TERMS (default
- 4-2-6-1-5-3-15-12-10-14-9-13-11). The order of colors is
- red, green, brown, blue, magenta, cyan, bright.white,
- bright.red, bright.green, yellow, bright.blue, bright.magen-
- ta, and bright.cyan. Cannot be set with the `O' command.
-
- videoshades
- Set the intensity level of the three gray scales available
- (default dark normal light, PC NetHack only). If the game
- display is difficult to read, try adjusting these scales; if
- this does not correct the problem, try !color. Cannot be
- set with the `O' command.
-
windowtype
Select which windowing system to use, such as ``tty'' or
``X11'' (default depends on version). Cannot be set with
that you have chosen. Character strings that are too long may be
truncated. Not all window ports will adjust for all settings
listed here. You can safely add any of these options to your
- config file, and if the window port is capable of adjusting to
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ config file, and if the window port is capable of adjusting to
suit your preferences, it will attempt to do so. If it can't it
will silently ignore it. You can find out if an option is sup-
ported by the window port that you are currently using by check-
-
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
map_mode
NetHack should display the map in the manner specified.
+ mouse_support
+ Allow use of the mouse for input and travel.
+
player_selection
NetHack should pop up dialog boxes, or use prompts for char-
acter selection.
Specify the name of an alternative tile file to override the
default.
- tile_height
- Specify the preferred height of each tile in a tile capable
- port.
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
+ tile_height
+ Specify the preferred height of each tile in a tile capable
+ port.
+
tile_width
Specify the preferred width of each tile in a tile capable
port
NetHack should display windows with the specified fore-
ground/background colors if it can.
- 9.6. Configuring NetHack for Play by the Blind
-
- NetHack can be set up to use only standard ASCII characters
- for making maps of the dungeons. This makes the MS-DOS versions
- of NetHack completely accessible to the blind who use speech
- and/or Braille access technologies. Players will require a good
- working knowledge of their screen-reader's review features, and
- will have to know how to navigate horizontally and vertically
- character by character. They will also find the search capabili-
- ties of their screen-readers to be quite valuable. Be certain to
- examine this Guidebook before playing so you have an idea what
- the screen layout is like. You'll also need to be able to locate
- the PC cursor. It is always where your character is located.
- Merely searching for an @-sign will not always find your charac-
+ 9.6. Platform-specific Customization options
+
+ Here are explanations of options that are used by specific
+ platforms or ports to customize and change the port behaviour.
+
+ altmeta
+ (default on, AMIGA NetHack only).
+
+ BIOS
+ Use BIOS calls to update the screen display quickly and to
+ read the keyboard (allowing the use of arrow keys to move)
+ on machines with an IBM PC compatible BIOS ROM (default off,
+ OS/2, PC, and ST NetHack only).
+
+ flush
+ (default off, AMIGA NetHack only).
+
+ MACgraphics
+ (default on, Mac NetHack only).
+
+ page_wait
+ (default on, Mac NetHack only).
+
+ rawio
+ Force raw (non-cbreak) mode for faster output and more bul-
+ letproof input (MS-DOS sometimes treats `^P' as a printer
+ toggle without it) (default off, OS/2, PC, and ST NetHack
+ only). Note: DEC Rainbows hang if this is turned on. Can-
+ not be set with the `O' command.
+
+ soundcard
+ (default on, PC NetHack only). Cannot be set with the `O'
+ command.
+
+
+
+
+ NetHack 3.4 July 23, 2002
+
+
+
+
+
+ NetHack Guidebook 45
+
+
+
+ video
+ Set the video mode used (PC NetHack only). Values are `au-
+ todetect', `default', or `vga'. Setting `vga' (or `autode-
+ tect' with vga hardware present) will cause the game to dis-
+ play tiles. Cannot be set with the `O' command.
+
+ videocolors
+ Set the color palette for PC systems using NO_TERMS (default
+ 4-2-6-1-5-3-15-12-10-14-9-13-11, (PC NetHack only). The or-
+ der of colors is red, green, brown, blue, magenta, cyan,
+ bright.white, bright.red, bright.green, yellow, bright.blue,
+ bright.magenta, and bright.cyan. Cannot be set with the `O'
+ command.
+
+ videoshades
+ Set the intensity level of the three gray scales available
+ (default dark normal light, PC NetHack only). If the game
+ display is difficult to read, try adjusting these scales; if
+ this does not correct the problem, try !color. Cannot be
+ set with the `O' command.
+
+ 9.7. Configuring NetHack for Play by the Blind
+
+ NetHack can be set up to use only standard ASCII characters
+ for making maps of the dungeons. This makes the MS-DOS versions
+ of NetHack completely accessible to the blind who use speech
+ and/or Braille access technologies. Players will require a good
+ working knowledge of their screen-reader's review features, and
+ will have to know how to navigate horizontally and vertically
+ character by character. They will also find the search capabili-
+ ties of their screen-readers to be quite valuable. Be certain to
+ examine this Guidebook before playing so you have an idea what
+ the screen layout is like. You'll also need to be able to locate
+ the PC cursor. It is always where your character is located.
+ Merely searching for an @-sign will not always find your charac-
ter since there are other humanoids represented by the same sign.
- Your screen-reader should also have a function which gives you
- the row and column of your review cursor and the PC cursor.
- These co-ordinates are often useful in giving players a better
+ Your screen-reader should also have a function which gives you
+ the row and column of your review cursor and the PC cursor.
+ These co-ordinates are often useful in giving players a better
sense of the overall location of items on the screen.
- While it is not difficult for experienced users to edit the
- defaults.nh file to accomplish this, novices may find this task
- somewhat daunting. Included in all official distributions of
+ While it is not difficult for experienced users to edit the
+ defaults.nh file to accomplish this, novices may find this task
+ somewhat daunting. Included in all official distributions of
NetHack is a file called NHAccess.nh. Replacing defaults.nh with
- this file will cause the game to run in a manner accessible to
- the blind. After you have gained some experience with the game
- and with editing files, you may want to alter settings to better
+ this file will cause the game to run in a manner accessible to
+ the blind. After you have gained some experience with the game
+ and with editing files, you may want to alter settings to better
suit your preferences. Instructions on how to do this are includ-
- ed in the NHAccess.nh file itself. The most crucial settings to
+ ed in the NHAccess.nh file itself. The most crucial settings to
make the game accessible are:
IBMgraphics
Disable IBMgraphics by commenting out this option.
- menustyle:traditional
- This will assist in the interface to speech synthesizers.
-
- number_pad
- A lot of speech access programs use the number-pad to review
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
+ NetHack Guidebook 46
- NetHack Guidebook 45
+ menustyle:traditional
+ This will assist in the interface to speech synthesizers.
+ number_pad
+ A lot of speech access programs use the number-pad to review
the screen. If this is the case, disable the number_pad op-
tion and use the traditional Rogue-like commands.
Character graphics
- Comment out all character graphics sets found near the bot-
- tom of the defaults.nh file. Most of these replace
- NetHack's default representation of the dungeon using stan-
- dard ASCII characters with fancier characters from extended
- character sets, and these fancier characters can annoy
+ Comment out all character graphics sets found near the bot-
+ tom of the defaults.nh file. Most of these replace
+ NetHack's default representation of the dungeon using stan-
+ dard ASCII characters with fancier characters from extended
+ character sets, and these fancier characters can annoy
screen-readers.
10. Scoring
- NetHack maintains a list of the top scores or scorers on
+ NetHack maintains a list of the top scores or scorers on
your machine, depending on how it is set up. In the latter case,
- each account on the machine can post only one non-winning score
- on this list. If you score higher than someone else on this
- list, or better your previous score, you will be inserted in the
- proper place under your current name. How many scores are kept
+ each account on the machine can post only one non-winning score
+ on this list. If you score higher than someone else on this
+ list, or better your previous score, you will be inserted in the
+ proper place under your current name. How many scores are kept
can also be set up when NetHack is compiled.
- Your score is chiefly based upon how much experience you
+ Your score is chiefly based upon how much experience you
gained, how much loot you accumulated, how deep you explored, and
how the game ended. If you quit the game, you escape with all of
- your gold intact. If, however, you get killed in the Mazes of
+ your gold intact. If, however, you get killed in the Mazes of
Menace, the guild will only hear about 90% of your gold when your
- corpse is discovered (adventurers have been known to collect
- finder's fees). So, consider whether you want to take one last
- hit at that monster and possibly live, or quit and stop with
- whatever you have. If you quit, you keep all your gold, but if
+ corpse is discovered (adventurers have been known to collect
+ finder's fees). So, consider whether you want to take one last
+ hit at that monster and possibly live, or quit and stop with
+ whatever you have. If you quit, you keep all your gold, but if
you swing and live, you might find more.
- If you just want to see what the current top players/games
+ If you just want to see what the current top players/games
list is, you can type nethack -s all on most versions.
11. Explore mode
- NetHack is an intricate and difficult game. Novices might
+ NetHack is an intricate and difficult game. Novices might
falter in fear, aware of their ignorance of the means to survive.
- Well, fear not. Your dungeon may come equipped with an ``ex-
- plore'' or ``discovery'' mode that enables you to keep old save
- files and cheat death, at the paltry cost of not getting on the
+ Well, fear not. Your dungeon may come equipped with an ``ex-
+ plore'' or ``discovery'' mode that enables you to keep old save
+ files and cheat death, at the paltry cost of not getting on the
high score list.
- There are two ways of enabling explore mode. One is to
+ There are two ways of enabling explore mode. One is to
start the game with the -X switch. The other is to issue the `X'
- command while already playing the game. The other benefits of
+ command while already playing the game. The other benefits of
explore mode are left for the trepid reader to discover.
+ NetHack 3.4 July 23, 2002
- NetHack 3.4 March 20, 2002
-
-
-
-
-
- NetHack Guidebook 46
+ NetHack Guidebook 47
12. Credits
- The original hack game was modeled on the Berkeley UNIX
- rogue game. Large portions of this paper were shamelessly
- cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
- and Kenneth C. R. C. Arnold. Small portions were adapted from
+ The original hack game was modeled on the Berkeley UNIX
+ rogue game. Large portions of this paper were shamelessly
+ cribbed from A Guide to the Dungeons of Doom, by Michael C. Toy
+ and Kenneth C. R. C. Arnold. Small portions were adapted from
Further Exploration of the Dungeons of Doom, by Ken Arromdee.
NetHack is the product of literally dozens of people's work.
- Main events in the course of the game development are described
+ Main events in the course of the game development are described
below:
- Jay Fenlason wrote the original Hack, with help from Kenny
+ Jay Fenlason wrote the original Hack, with help from Kenny
Woodland, Mike Thome and Jon Payne.
Andries Brouwer did a major re-write, transforming Hack into
- a very different game, and published (at least) three versions
+ a very different game, and published (at least) three versions
(1.0.1, 1.0.2, and 1.0.3) for UNIX machines to the Usenet.
- Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
- producing PC HACK 1.01e, added support for DEC Rainbow graphics
- in version 1.03g, and went on to produce at least four more ver-
+ Don G. Kneller ported Hack 1.0.3 to Microsoft C and MS-DOS,
+ producing PC HACK 1.01e, added support for DEC Rainbow graphics
+ in version 1.03g, and went on to produce at least four more ver-
sions (3.0, 3.2, 3.51, and 3.6).
- R. Black ported PC HACK 3.51 to Lattice C and the Atari
+ R. Black ported PC HACK 3.51 to Lattice C and the Atari
520/1040ST, producing ST Hack 1.03.
Mike Stephenson merged these various versions back together,
- incorporating many of the added features, and produced NetHack
- 1.4. He then coordinated a cast of thousands in enhancing and
- debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
+ incorporating many of the added features, and produced NetHack
+ 1.4. He then coordinated a cast of thousands in enhancing and
+ debugging NetHack 1.4 and released NetHack versions 2.2 and 2.3.
Later, Mike coordinated a major rewrite of the game, heading
a team which included Ken Arromdee, Jean-Christophe Collet, Steve
Creps, Eric Hendrickson, Izchak Miller, John Rupley, Mike Threep-
oint, and Janet Walz, to produce NetHack 3.0c.
- NetHack 3.0 was ported to the Atari by Eric R. Smith, to
- OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
+ NetHack 3.0 was ported to the Atari by Eric R. Smith, to
+ OS/2 by Timo Hakulinen, and to VMS by David Gentzel. The three
of them and Kevin Darcy later joined the main development team to
produce subsequent revisions of 3.0.
- Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
- Meluch, Stephen Spackman and Pierre Martineau designed overlay
- code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
- Macintosh. Along with various other Dungeoneers, they continued
- to enhance the PC, Macintosh, and Amiga ports through the later
+ Olaf Seibert ported NetHack 2.3 and 3.0 to the Amiga. Norm
+ Meluch, Stephen Spackman and Pierre Martineau designed overlay
+ code for PC NetHack 3.0. Johnny Lee ported NetHack 3.0 to the
+ Macintosh. Along with various other Dungeoneers, they continued
+ to enhance the PC, Macintosh, and Amiga ports through the later
revisions of 3.0.
- Headed by Mike Stephenson and coordinated by Izchak Miller
- and Janet Walz, the development team which now included Ken Ar-
- romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
- Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
+ Headed by Mike Stephenson and coordinated by Izchak Miller
+ and Janet Walz, the development team which now included Ken Ar-
+ romdee, David Cohrs, Jean-Christophe Collet, Kevin Darcy, Matt
+ Day, Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack Guidebook 47
+ NetHack Guidebook 48
- Raymond, and Eric Smith undertook a radical revision of 3.0.
+ Raymond, and Eric Smith undertook a radical revision of 3.0.
They re-structured the game's design, and re-wrote major parts of
- the code. They added multiple dungeons, a new display, special
- individual character quests, a new endgame and many other new
+ the code. They added multiple dungeons, a new display, special
+ individual character quests, a new endgame and many other new
features, and produced NetHack 3.1.
- Ken Lorber, Gregg Wonderly and Greg Olson, with help from
- Richard Addison, Mike Passaretti, and Olaf Seibert, developed
+ Ken Lorber, Gregg Wonderly and Greg Olson, with help from
+ Richard Addison, Mike Passaretti, and Olaf Seibert, developed
NetHack 3.1 for the Amiga.
- Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
+ Norm Meluch and Kevin Smolkowski, with help from Carl Sche-
lin, Stephen Spackman, Steve VanDevender, and Paul Winner, ported
NetHack 3.1 to the PC.
Jon W{tte and Hao-yang Wang, with help from Ross Brown, Mike
- Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
- Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
+ Engber, David Hairston, Michael Hamel, Jonathan Handler, Johnny
+ Lee, Tim Lennan, Rob Menke, and Andy Swanson, developed NetHack
3.1 for the Macintosh, porting it for MPW. Building on their de-
velopment, Barton House added a Think C port.
Timo Hakulinen ported NetHack 3.1 to OS/2. Eric Smith port-
- ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
- Delahunty, was responsible for the VMS version of NetHack 3.1.
+ ed NetHack 3.1 to the Atari. Pat Rankin, with help from Joshua
+ Delahunty, was responsible for the VMS version of NetHack 3.1.
Michael Allison ported NetHack 3.1 to Windows NT.
- Dean Luick, with help from David Cohrs, developed NetHack
- 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
- for the Atari; he later contributed the tiles to the DevTeam and
+ Dean Luick, with help from David Cohrs, developed NetHack
+ 3.1 for X11. Warwick Allison wrote a tiled version of NetHack
+ for the Atari; he later contributed the tiles to the DevTeam and
tile support was then added to other platforms.
- The 3.2 development team, comprised of Michael Allison, Ken
- Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
- Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
- Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
+ The 3.2 development team, comprised of Michael Allison, Ken
+ Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
+ Timo Hakulinen, Steve Linhart, Dean Luick, Pat Rankin, Eric
+ Smith, Mike Stephenson, Janet Walz, and Paul Winner, released
version 3.2 in April of 1996.
Version 3.2 marked the tenth anniversary of the formation of
- the development team. In a testament to their dedication to the
- game, all thirteen members of the original development team re-
- mained on the team at the start of work on that release. During
- the interval between the release of 3.1.3 and 3.2, one of the
- founding members of the development team, Dr. Izchak Miller, was
- diagnosed with cancer and passed away. That release of the game
+ the development team. In a testament to their dedication to the
+ game, all thirteen members of the original development team re-
+ mained on the team at the start of work on that release. During
+ the interval between the release of 3.1.3 and 3.2, one of the
+ founding members of the development team, Dr. Izchak Miller, was
+ diagnosed with cancer and passed away. That release of the game
was dedicated to him by the development and porting teams.
During the lifespan of NetHack 3.1 and 3.2, several enthusi-
- asts of the game added their own modifications to the game and
+ asts of the game added their own modifications to the game and
made these ``variants'' publicly available:
- Tom Proudfoot and Yuval Oren created NetHack++, which was
- quickly renamed NetHack--. Working independently, Stephen White
- wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
+ Tom Proudfoot and Yuval Oren created NetHack++, which was
+ quickly renamed NetHack--. Working independently, Stephen White
+ wrote NetHack Plus. Tom Proudfoot later merged NetHack Plus and
his own NetHack-- to produce SLASH. Larry Stewart-Zerba and War-
- wick Allison improved the spell casting system with the Wizard
+ wick Allison improved the spell casting system with the Wizard
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack Guidebook 48
+ NetHack Guidebook 49
- Patch. Warwick Allison also ported NetHack to use the Qt inter-
+ Patch. Warwick Allison also ported NetHack to use the Qt inter-
face.
- Warren Cheung combined SLASH with the Wizard Patch to pro-
- duce Slash'em, and with the help of Kevin Hugo, added more fea-
- tures. Kevin later joined the DevTeam and incorporated the best
+ Warren Cheung combined SLASH with the Wizard Patch to pro-
+ duce Slash'em, and with the help of Kevin Hugo, added more fea-
+ tures. Kevin later joined the DevTeam and incorporated the best
of these ideas in NetHack 3.3.
The final update to 3.2 was the bug fix release 3.2.3, which
- was released simultaneously with 3.3.0 in December 1999 just in
+ was released simultaneously with 3.3.0 in December 1999 just in
time for the Year 2000.
The 3.3 development team, consisting of Michael Allison, Ken
- Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
- Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
- Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
- Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
+ Arromdee, David Cohrs, Jessie Collet, Steve Creps, Kevin Darcy,
+ Timo Hakulinen, Kevin Hugo, Steve Linhart, Ken Lorber, Dean
+ Luick, Pat Rankin, Eric Smith, Mike Stephenson, Janet Walz, and
+ Paul Winner, released 3.3.0 in December 1999 and 3.3.1 in August
of 2000.
Version 3.3 offered many firsts. It was the first version to
- separate race and profession. The Elf class was removed in pref-
+ separate race and profession. The Elf class was removed in pref-
erence to an elf race, and the races of dwarves, gnomes, and orcs
- made their first appearance in the game alongside the familiar
- human race. Monk and Ranger roles joined Archeologists, Barbar-
- ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
- Tourists, Valkyries and of course, Wizards. It was also the
- first version to allow you to ride a steed, and was the first
- version to have a publicly available web-site listing all the
- bugs that had been discovered. Despite that constantly growing
- bug list, 3.3 proved stable enough to last for more than a year
+ made their first appearance in the game alongside the familiar
+ human race. Monk and Ranger roles joined Archeologists, Barbar-
+ ians, Cavemen, Healers, Knights, Priests, Rogues, Samurai,
+ Tourists, Valkyries and of course, Wizards. It was also the
+ first version to allow you to ride a steed, and was the first
+ version to have a publicly available web-site listing all the
+ bugs that had been discovered. Despite that constantly growing
+ bug list, 3.3 proved stable enough to last for more than a year
and a half.
- The 3.4 development team initially consisted of Michael Al-
- lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
- Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
- Paul Winner, with Warwick Allison joining just before the re-
+ The 3.4 development team initially consisted of Michael Al-
+ lison, Ken Arromdee, David Cohrs, Jessie Collet, Kevin Hugo, Ken
+ Lorber, Dean Luick, Pat Rankin, Mike Stephenson, Janet Walz, and
+ Paul Winner, with Warwick Allison joining just before the re-
lease of NetHack 3.4.0 in March 2002.
- As with version 3.3, various people contributed to the game
+ As with version 3.3, various people contributed to the game
as a whole as well as supporting ports on the different platforms
that NetHack runs on:
Pat Rankin maintained 3.4 for VMS.
- Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
+ Michael Allison maintained NetHack 3.4 for the MS-DOS plat-
form. Paul Winner and Yitzhak Sapir provided encouragement.
- Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
+ Dean Luick, Mark Modrall, and Kevin Hugo maintained and en-
hanced the Macintosh port of 3.4.
- Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
- and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
+ Michael Allison, David Cohrs, Alex Kompel, Dion Nicolaas,
+ and Yitzhak Sapir maintained and enhanced 3.4 for the Microsoft
Windows platform. Alex Kompel contributed a new graphical inter-
- face for the Windows port.
+ face for the Windows port. Alex Kompel also contributed a
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002
- NetHack Guidebook 49
+ NetHack Guidebook 50
+ Windows CE port for 3.4.1.
+
Ron Van Iwaarden maintained 3.4 for OS/2.
Janne Salmijarvi and Teemu Suikki maintained and enhanced
+ NetHack 3.4 July 23, 2002
-
- NetHack 3.4 March 20, 2002
-
- NetHack Guidebook 50
+ NetHack Guidebook 51
- NetHack 3.4 March 20, 2002
+ NetHack 3.4 July 23, 2002